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204 lines
4.4 KiB
204 lines
4.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Default implementation for interface common to 2D and 3D views.
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "stdafx.h"
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#include "MapDoc.h"
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#include "MapView.h"
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#include "History.h"
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#include "mapsolid.h"
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#include "camera.h"
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#define MMNOMIXER
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#include <mmsystem.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#pragma warning(disable:4244 4305)
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//-----------------------------------------------------------------------------
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// Purpose: Constructor, sets to inactive.
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//-----------------------------------------------------------------------------
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CMapView::CMapView(void)
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{
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m_bActive = false;
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m_bUpdateView = false;
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m_eDrawType = VIEW_INVALID;
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m_pCamera = NULL;
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m_dwTimeLastRender = 0;
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m_nRenderedFrames = 0;
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m_pToolManager = NULL;
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}
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bool CMapView::IsOrthographic()
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{
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return m_pCamera->IsOrthographic();
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}
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void CMapView::UpdateView( int nFlags )
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{
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m_bUpdateView = true;
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if ( nFlags & MAPVIEW_RENDER_NOW )
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{
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RenderView();
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}
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}
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void CMapView::ActivateView(bool bActivate)
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{
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if ( bActivate != m_bActive )
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{
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m_bActive = bActivate;
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m_bUpdateView = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recalculates framerate since the last call to this function and
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// determines whether or not we are exceeding the framerate limit.
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// Output : Returns true if we are beyond the framerate limit, false if not.
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//-----------------------------------------------------------------------------
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bool CMapView::ShouldRender()
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{
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DWORD dwTimeNow = timeGetTime();
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if (m_dwTimeLastRender != 0)
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{
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DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastRender;
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if ( dwTimeElapsed <= 0 )
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return false;
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float flFrameRate = (1000.0f / dwTimeElapsed);
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if (flFrameRate > 100.0f)
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{
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// never update view faster then 100Hz
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return false;
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}
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}
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// update view if needed
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if ( m_bUpdateView )
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{
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m_dwTimeLastRender = dwTimeNow;
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m_nRenderedFrames++;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : point - Point in client coordinates.
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// bMakeFirst -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CMapView::SelectAt(const Vector2D &ptClient, bool bMakeFirst, bool bFace)
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{
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CMapDoc *pDoc = GetMapDoc();
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CSelection *pSelection = pDoc->GetSelection();
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const CMapObjectList *pSelList = pSelection->GetList();
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pSelection->ClearHitList();
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GetHistory()->MarkUndoPosition(pSelList, "Selection");
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//
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// Check all the objects in the world for a hit at this point.
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//
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HitInfo_t HitData[MAX_PICK_HITS];
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int nHits = ObjectsAt(ptClient, HitData, MAX_PICK_HITS);
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//
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// If there were no hits at the given point, clear selection.
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//
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if ( nHits == 0 )
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{
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if (bMakeFirst)
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{
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pDoc->SelectFace(NULL, 0, scClear|scSaveChanges );
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pDoc->SelectObject(NULL, scClear|scSaveChanges );
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}
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return false;
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}
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SelectMode_t eSelectMode = pSelection->GetMode();
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for ( int i=0; i<nHits; i++ )
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{
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if ( HitData[i].pObject )
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{
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CMapClass *pSelObject = HitData[i].pObject->PrepareSelection( eSelectMode );
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if (pSelObject)
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{
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pSelection->AddHit(pSelObject);
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}
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}
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}
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//
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// If we're selecting faces, mark all faces on the first solid we hit.
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//
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if ( bFace )
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{
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const CMapObjectList *pList = pSelection->GetHitList();
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FOR_EACH_OBJ( *pList, pos )
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{
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CMapClass *pObject = pList->Element(pos);
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if (pObject->IsMapClass(MAPCLASS_TYPE(CMapSolid)))
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{
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pDoc->SelectFace((CMapSolid*)pObject, -1, scSelect | (bMakeFirst ? scClear : 0));
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break;
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}
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}
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return true;
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}
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//
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// Select a single object.
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//
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if ( bMakeFirst )
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{
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pDoc->SelectFace(NULL, 0, scClear|scSaveChanges);
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pDoc->SelectObject(NULL, scClear|scSaveChanges);
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}
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pSelection->SetCurrentHit(hitFirst);
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return true;
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}
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void CMapView::BuildRay( const Vector2D &vView, Vector& vStart, Vector& vEnd )
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{
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m_pCamera->BuildRay( vView, vStart, vEnd );
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}
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const Vector &CMapView::GetViewAxis()
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{
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static Vector vForward;
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m_pCamera->GetViewForward(vForward);
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return vForward;
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}
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